Time |
Nick |
Message |
02:42 |
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07:17 |
* sofar |
updates and rebases a few PRs |
07:32 |
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07:44 |
kaeza |
#3433 |
07:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/3433 -- Fix world config menu ignoring `name` in `mod.conf`. by kaeza |
07:44 |
kaeza |
also, #3537 |
07:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/3537 -- Add reason for leave to `on_leaveplayer` callbacks. by kaeza |
07:45 |
kaeza |
and while we're at it, somebody without bullshit arguments for game#768 ? |
07:45 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/768 -- Add itemnames and count to chest log messages by rubenwardy |
07:47 |
sofar |
kaeza: that's why I replied on that thread lastly |
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14:49 |
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14:49 |
RealBadAngel |
looks like ive fixed texture tear issue |
15:05 |
RealBadAngel |
https://github.com/minetest/minetest/pull/3594 |
15:05 |
RealBadAngel |
another one liner ;) |
15:08 |
Fixer |
RealBadAngel, gj! is it ready? I will ask sfan5 for binaries |
15:08 |
RealBadAngel |
same reason as for wielded glitch |
15:09 |
RealBadAngel |
for me the bug is gone, shall work for you too |
15:09 |
Fixer |
nice, can't wait to test! |
15:13 |
kahrl |
RealBadAngel, now nodes disappear when you get too close to them |
15:13 |
RealBadAngel |
can you make a screenshot? |
15:14 |
RealBadAngel |
maybe the value should be set a little lower |
15:15 |
RealBadAngel |
default is 1.0 i think, it was never set before |
15:16 |
kahrl |
standing in a desert: http://i.imgur.com/4kEHzEB.png |
15:17 |
kahrl |
after walking forward until you collide with the node: http://i.imgur.com/JIdRVuO.png |
15:21 |
RealBadAngel |
hrmm |
15:21 |
RealBadAngel |
i need to play with that value |
15:22 |
kahrl |
even 2.0 is still a bit bad |
15:22 |
kahrl |
set enable_build_where_you_stand to true, put a full node at your feet, put a slab on top |
15:23 |
kahrl |
then if you look almost down (but no exactly) some of the top face of the slab is gone |
15:23 |
RealBadAngel |
i see |
15:24 |
RealBadAngel |
but the problem is definitely realted to camera, setting it to 10 eliminates texture artifacts |
15:25 |
RealBadAngel |
maybe we could try to move the camera at the same time |
15:30 |
Fixer |
RealBadAngel, if it was not set before, maybe try default value... maybe it will fix the issue anyway :} |
15:30 |
Fixer |
without clipping issue |
15:30 |
RealBadAngel |
everything below 10 doesnt fix it |
15:31 |
RealBadAngel |
even 9.9999 |
15:32 |
Fixer |
strange |
15:32 |
RealBadAngel |
that value looks strangely familiar |
15:32 |
RealBadAngel |
i mean 10 |
15:34 |
kahrl |
RealBadAngel: what's your viewing_range_nodes_max? |
15:37 |
RealBadAngel |
2240 |
15:38 |
RealBadAngel |
240 i mean |
15:38 |
kahrl |
a bit strange, because (far) / (near) = (240 * BS * 10) / (10) is not a power of two |
15:39 |
kahrl |
if it was a power of two, I would understand why there is a cutoff at near = 10 |
15:39 |
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15:40 |
kahrl |
(going over the Z buffer bit depth) |
15:40 |
Obani |
I just made a PR review yesterday ? |
15:41 |
Obani |
Why are so much PR's not accepted/fixed/enhanced to be put in the engine ? |
15:41 |
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15:42 |
RealBadAngel |
heh |
15:42 |
RealBadAngel |
kahrl, can you test changing BS to be 1.0 ? |
15:43 |
kahrl |
lol, everything is going to be broken |
15:43 |
RealBadAngel |
setting it to 1.0 makes the problem less visible |
15:44 |
RealBadAngel |
you can still see artifacts on the textures, but at definitely larger distance |
15:44 |
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15:45 |
kahrl |
hah, it's actually not that bad |
15:46 |
kahrl |
I spawn high above the clouds, physics is completely broken except for gravity, but the world renders |
15:47 |
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15:47 |
kahrl |
although with near = 1.0, it looks like my screenshots with near = 10 before - which makes sense |
15:47 |
kahrl |
since if you scale the far value (e.g. by scaling BS), you'd have to scale the near value by the same factor |
15:48 |
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15:48 |
RealBadAngel |
http://i.imgur.com/i4LYZvH.png |
15:48 |
RealBadAngel |
i have to fly that high for the artifacts start to appear |
15:49 |
RealBadAngel |
near is here unchanched (i mean default) |
15:49 |
VanessaE |
that's a rendering precision error. |
15:49 |
VanessaE |
I've seen the same thing happen with other mesh nodes between their own faces |
15:54 |
Fixer |
I wonder if this bug affects farmap PR? %) |
16:00 |
Fixer |
RealBadAngel, from the height it looks like texture tear appears at ~100, but that is too close :( |
16:01 |
kaadmy |
i don't seem to have that problem |
16:01 |
kaadmy |
it's z-fighting imho |
16:02 |
kaadmy |
and the snow is thin enough to cause floating-point precision problems with the depth buffee |
16:06 |
Fixer |
kaadmy, d3d9 render does not have this issue pronounced that much even on huge distances |
16:07 |
sfan5 |
ayy lmao https://github.com/minetest/minetest/issues/3584#issuecomment-172541729 |
16:07 |
Fixer |
flying 400 nodes above snow biome and it looks pretty nice in d3d9, while in OGL it starts badly like 20 nodes away |
16:09 |
Fixer |
v_range = 500 with d3d9 looks good |
16:10 |
Fixer |
there is very slight flickering that feels like when mipmaps is off |
16:10 |
Fixer |
on very big distances |
16:10 |
Fixer |
but on OGL things look badly |
16:13 |
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16:30 |
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16:32 |
kaadmy |
hmm |
16:35 |
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16:39 |
red-001 |
shouldn't lua_api.txt be in markdown? |
16:40 |
red-001 |
it seems to alternate between using proper markdown and not |
16:42 |
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16:43 |
red-001 |
*game_api.txt |
16:43 |
red-001 |
not lua_api |
16:44 |
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16:46 |
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17:13 |
sofar |
some people are binary |
17:13 |
sofar |
https://github.com/minetest/minetest_game/pull/796#issuecomment-173638679 |
17:26 |
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17:26 |
red-001 |
isn't Unoptimized node boxes a engine issue if anything? |
17:27 |
red-001 |
after all that sound like something a engine should do |
17:27 |
RealBadAngel |
kahrl, it was about zbuffer |
17:28 |
red-001 |
making bump maps is too hard for people..... |
17:28 |
RealBadAngel |
red-001, there are ppl called artists which make things like textures for games |
17:28 |
red-001 |
... shouldn't optimizing node boxes be a engine thing? |
17:29 |
* red-001 |
missed an 'if' |
17:29 |
sofar |
the fuck? https://github.com/minetest/minetest_game/pull/796#issuecomment-173644575 |
17:33 |
RealBadAngel |
fixer, this time i think it works |
17:36 |
red-001 |
issues#798 |
17:37 |
red-001 |
~web title https://github.com/minetest/minetest_game/issues/798 |
17:37 |
ShadowBot |
red-001: Is 'game_api.txt' supposed to be using markdown? · Issue #798 · minetest/minetest_game · GitHub |
17:37 |
red-001 |
this doesn't see to be very clear |
17:41 |
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17:42 |
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17:42 |
RealBadAngel |
kahrl, ive set SIrrlichtCreationParameters params.ZBufferBits = 24 |
17:42 |
kilbith |
sofar, i don't really appreciate being mocked on IRC in my back |
17:42 |
RealBadAngel |
this is its default value |
17:43 |
RealBadAngel |
but setting it fixes completely the issue |
17:43 |
kilbith |
if you have something to raise publicly against me, please do while i'm here |
17:44 |
kilbith |
and i think i don't deserve being qualified of binary for expressing an opinion on a PR |
17:45 |
kilbith |
you get it ? |
17:47 |
red-001 |
game#602 |
17:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 |
17:47 |
red-001 |
game#677 |
17:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/677 -- Waterlilies are inappropriately walkable |
17:47 |
red-001 |
game#667 I mean |
17:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001 |
17:53 |
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17:59 |
red-001 |
game#794 |
17:59 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 |
18:01 |
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18:06 |
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18:34 |
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18:40 |
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18:42 |
Fixer |
RealBadAngel, I'm back!11 |
18:54 |
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19:04 |
Krock |
https://github.com/minetest/minetest/pull/3595 |
19:10 |
Fixer |
RealBadAngel, i have very good news |
19:11 |
Fixer |
RealBadAngel, texture tear on snow biome looks fixed! i will test slab cases now |
19:37 |
sofar |
kilbith: public channel, logged and publically visible, nothing here is behind your or anybody's back |
19:38 |
red-001 |
https://github.com/red-001/minetest_game/blob/better_game_api-doc/game_api.md |
19:38 |
red-001 |
will make a PR soon |
19:39 |
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19:40 |
kilbith |
i don't like your unfair play manner |
19:41 |
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19:41 |
sofar |
on the contrary, by not polluting the github thread with derogatory discussions I'm giving everyone, including your standpoint a fair chance |
19:42 |
sofar |
you however start out by using loaded words like "shitload" and "obese" and "hell", and not to mention clearly state that you border on the side of being delusional |
19:42 |
sofar |
so me reacting in here is a far better way to keep the discussion in the PR honest and open |
19:42 |
sofar |
you have yourself to blame for this |
19:45 |
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19:48 |
red-001 |
game#799 |
19:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/799 -- Move documentation for game to markdown format. by red-001 |
19:49 |
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19:50 |
kilbith |
sofar, your messages is slightly disrespectful toward someone who is involved in MT since years, if you disagree with me, state it in a place where i'm not absent and without personal attack |
19:52 |
sofar |
kilbith: I abstained from discussing my personal feelings in the PR, as you should have too |
19:52 |
kilbith |
what i was discussing is your implementation of the walls only, and i saw a personal attack from you on IRC |
19:53 |
sofar |
attack? it was an expression of surprise, and disbelief |
19:53 |
kilbith |
i support you, but don't tread on me |
19:53 |
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19:53 |
sofar |
I'm attempting to restrain myself |
19:54 |
Fixer |
did something changed with jungle grass? it is ok on dev game itself, but when connected to older server it renders funny, invisible to one side |
19:54 |
sofar |
are you threatening me? |
19:56 |
kilbith |
where are you seeing a threat ? i'm just saying do not walk on my feet |
19:57 |
kilbith |
especially when you're quite new to a community |
19:59 |
sofar |
the only reason to use an expression like this is to signal that you are going to retaliate |
19:59 |
sofar |
that is a threat in my book |
20:00 |
sofar |
I however choose to give your contributions with fair respect and consider them for the technical value, and try and maintain a fair and open discussion where others can chime in without feeling that their voice is not welcomed |
20:01 |
sofar |
so, congrats, you've not achieved anything except exposed your personality to everyone |
20:02 |
kilbith |
i appreciate your contributions too, but our personal interactions have to be improved |
20:03 |
sofar |
well, consider that I'm dutch. Maybe that will help you view the other side of personal interactions with me. |
20:04 |
Fixer |
sofar, i need your help now |
20:06 |
Fixer |
sofar, this per tile culing is related to MTG, right? I'm connecting with latest GIT to 0.4.12 server and Jungle grass look funny like this -> https://i.imgur.com/l2ZePxN.png But if I start my singleplayer with latest MTG - everything is fine |
20:07 |
sofar |
Fixer: o_O (dark screenshot, though, can barely see) |
20:08 |
Fixer |
sofar, basically you can see only one part of plant and if you walk around you see nothing or one part or another part |
20:08 |
red-001 |
so plant is flat |
20:08 |
Fixer |
yes |
20:08 |
Fixer |
plant is flat |
20:09 |
Fixer |
and invisible on some sides, or partly visible |
20:09 |
Fixer |
sofar, try connecting to Just-Test and go to coordinates my pic has :} |
20:09 |
Fixer |
if not to much trouble |
20:09 |
sofar |
I should be able to reproduce :) |
20:10 |
red-001 |
do you still get spawn kill at night? |
20:10 |
Fixer |
i'm not sure if it is RBA patch, or your patch, git just before it was good |
20:10 |
red-001 |
or was that fixed? |
20:10 |
sofar |
I think I may know what is up |
20:11 |
sofar |
Fixer: has probably nothing to do with minetest_game itself |
20:11 |
Fixer |
RealBadAngel, testing your patch everywhere, things look bright right now :) |
20:11 |
Fixer |
i mean good |
20:11 |
RealBadAngel |
:) |
20:14 |
red-001 |
kilbith do you have any more complainants about my tnt api pr? |
20:24 |
Fixer |
RealBadAngel, tested, your one line patch fixed 'texture tear problem' for me! Very big thanks for this, you saved my eyes from this crap I suffered. This is very big deal for me! |
20:24 |
RealBadAngel |
Fixer, good to hear that |
20:30 |
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20:33 |
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20:33 |
Fixer |
now MT finally looks good |
20:34 |
Fixer |
sofar, so could that flat/invisible plant when connecting to old servers can be result of "Allow per-tiles culling" commit? |
20:40 |
kilbith |
https://github.com/minetest/minetest/blob/master/src/CMakeLists.txt#L690 |
20:40 |
kilbith |
^ what about using a more agressive flag like `-Ofast -march=native` ? |
20:41 |
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20:46 |
red-001 |
sofar so I should do game#799 in two commits? |
20:46 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/799 -- Move documentation for game to markdown format. by red-001 |
20:48 |
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20:49 |
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20:52 |
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20:55 |
red-001 |
sofar I did that and half the file was changed by me according to git blame |
20:59 |
Fixer |
default:river_water_flowing is correct? |
21:01 |
rubenwardy |
~web title https://github.com/minetest/minetest.github.io/commit/f8e9897909135cf4c699d7c31cfc4a0ba2cf23c1 |
21:01 |
ShadowBot |
rubenwardy: Add installer for 32 bit windows to downloads page · minetest/minetest.github.iof8e9897 · GitHub |
21:02 |
rubenwardy |
I'd like to propose adding more subgames to the installer. |
21:02 |
Calinou |
adding subgames will break consistency |
21:02 |
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21:02 |
Calinou |
do you want this to end up like OpenArena? |
21:02 |
rubenwardy |
The power of Minetest comes from subgames, not from mods, imo |
21:02 |
Fixer |
Calinou, why not at least tutorial subgame? for noob 101 |
21:02 |
rubenwardy |
mods break consistency |
21:02 |
sofar |
red-001: git mv and edits can go in a single commit |
21:02 |
Calinou |
tutorial subgame is the only one I'd remotely accept |
21:02 |
sofar |
red-001: it's OK if half the changes are half the file |
21:03 |
rubenwardy |
The main menu should be more geared towards subgames, I like celeron55's idea of having tiles to select the subgame or multiplayer |
21:03 |
rubenwardy |
I agree that not many subgames are good |
21:03 |
rubenwardy |
Polished enough |
21:04 |
red-001 |
sofar I will try that then |
21:04 |
rubenwardy |
They tend to just add a bunch of mods, rather than caring about compatibility |
21:04 |
Calinou |
Doomsday does game selection pretty well |
21:04 |
sofar |
red-001: that last commit looks like it should look |
21:04 |
sofar |
https://github.com/red-001/minetest_game/commit/615ed02861ff75d8242fea8f08cf2ac72f71134c is OK |
21:04 |
Calinou |
https://lut.im/vL7yl1sTZY/zuwNxgEjg3ScbKIa.png |
21:07 |
sofar |
Fixer: so your jungleplant issue appears on all plants (weat, cotton etc. even normal grass) |
21:07 |
sofar |
Fixer: can you file a github issue with a good screenshot for me? |
21:08 |
Fixer |
sofar, will do |
21:08 |
red-001 |
my git client tries to make me do two commits |
21:08 |
red-001 |
not one |
21:11 |
Fixer |
!tell paramat testing this setup right now: http://pastebin.com/TrwH0Rab |
21:11 |
ShadowBot |
Fixer: O.K. |
21:12 |
sofar |
red-001: two commits is OK |
21:12 |
Fixer |
!tell paramat I've looked at cave cases and it works! sometimes slowly but works :) |
21:12 |
ShadowBot |
Fixer: O.K. |
21:12 |
red-001 |
http://dev.minetest.net/minetest_game_Development |
21:13 |
Fixer |
!tell paramat slowly in a sense of time, performance is good imho |
21:13 |
ShadowBot |
Fixer: O.K. |
21:13 |
red-001 |
is this up to date? |
21:16 |
twoelk |
the singleplayer GUI has some space on the left - maybe it should state there: "Please choose a subgame frome the icons below. If you want more go download some" |
21:21 |
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21:31 |
Fixer |
liquid activation via abm seems to work :) |
21:31 |
RealBadAngel |
http://i.imgur.com/eKWoyoA.png |
21:32 |
RealBadAngel |
^^ HDR with Reinhard tone mapping applied |
21:32 |
Fixer |
RealBadAngel, sunny summer day? |
21:33 |
RealBadAngel |
http://i.imgur.com/cnr5JFR.png |
21:35 |
RealBadAngel |
^^ after and before >> http://i.imgur.com/1U36Nwj.png |
21:35 |
Fixer |
nice |
21:36 |
Fixer |
HDR is cool stuff to have |
21:36 |
RealBadAngel |
above effect is 3 lines of shaders code |
21:39 |
Fixer |
sofar, first glimpse before posting to github -> https://imgur.com/a/ENgAx |
21:40 |
Taoki |
Holy s**t... HDR at last! |
21:40 |
Taoki |
Loving these :D |
21:41 |
Taoki |
Needs some actual bloom to go with it however. But that's one of the simplest filters usually. |
21:41 |
red-001 |
RBA that's awesome |
21:41 |
RealBadAngel |
some night shots: before: http://i.imgur.com/4jVGHxj.png and after: http://i.imgur.com/U7T0GAQ.png |
21:42 |
red-001 |
wow |
21:42 |
kaadmy |
i think "wow" is an understatement ;) |
21:42 |
red-001 |
shaders are an awesome thing |
21:42 |
Taoki |
Indeed |
21:42 |
Fixer |
contrast is much better |
21:42 |
kaadmy |
RealBadAngel: how difficult would implementing SSAO be? |
21:43 |
kaadmy |
a nice filter, and put a nice contrast on nodes/items |
21:43 |
Taoki |
kaadmy: Minetest already has a form of ambient occlusion, FYI. But very limited... has to do with when light levels are calculated. |
21:43 |
kaadmy |
Taoki: that's per-node |
21:43 |
Taoki |
Not sure how much doing one in GLSL too would work for now. |
21:43 |
kaadmy |
and slow |
21:43 |
Taoki |
Yep |
21:43 |
red-001 |
what about less vertical lighting? |
21:43 |
Taoki |
Ah... thought it would be faster |
21:43 |
kaadmy |
i mean SSAO and the existing ambient occlusion |
21:44 |
Taoki |
RealBadAngel: Can you please attempt a bloom shader to go with it too please? :) |
21:44 |
red-001 |
would irrlicht have lighting built in? |
21:44 |
Fixer |
!tell paramat now funny part... after restarting game... resumed parts unresumed... after some time reresumed again %) |
21:44 |
ShadowBot |
Fixer: O.K. |
21:44 |
kaadmy |
SSAO would make player models far more vibrant |
21:44 |
kaadmy |
and models in general |
21:44 |
Taoki |
It might be a bit slow in realtime |
21:44 |
red-001 |
RBA when can we hope to see a PR for this? |
21:44 |
Taoki |
^ |
21:45 |
RealBadAngel |
im working on postprocessing in general |
21:45 |
RealBadAngel |
atm i do have single effects working on, need to fix chains of the effects |
21:46 |
sofar |
Fixer: I know what the issue is already, let me know when you filed the github issue so I can chime in |
21:46 |
sofar |
Fixer: or mention @sofar in the issue |
21:46 |
Fixer |
sofar, ok |
21:46 |
RealBadAngel |
http://i.imgur.com/oAq5wLn.png |
21:47 |
RealBadAngel |
look to the left on list of aviable already shaders |
21:49 |
RealBadAngel |
i had to eliminate wielded and texture tear issues for the render to texture work correctly |
21:55 |
Fixer |
sofar, added https://github.com/minetest/minetest/issues/3598 |
21:56 |
Taoki |
Cool... Minetest runs in Norton Commander ;) |
21:56 |
Fixer |
!tell paramat yes, that abm code works strangely, need another abm function %) |
21:57 |
ShadowBot |
Fixer: O.K. |
22:08 |
RealBadAngel |
good old sunrise: http://i.imgur.com/oL2PQxr.png vs http://i.imgur.com/9ddcwtk.png |
22:09 |
sfan5 |
way better |
22:10 |
kaadmy |
yeha |
22:19 |
Fixer |
!tell paramat maybe add a function in ABM action that: if block below is nonflowing one -> do minetest.place_node(pos, {name = node.name} |
22:19 |
ShadowBot |
Fixer: Error: Spurious ">". You may want to quote your arguments with double quotes in order to prevent extra brackets from being evaluated as nested commands. |
22:20 |
Fixer |
!tell paramat maybe add a function in ABM action that: if block below is nonflowing one - do minetest.place_node(pos, {name = node.name} |
22:20 |
ShadowBot |
Fixer: O.K. |
22:23 |
RealBadAngel |
ok, the last one and i stop flying around and go back to coding ;) |
22:23 |
RealBadAngel |
http://i.imgur.com/eB17PF6.png vs http://i.imgur.com/YBOohmB.png |
22:24 |
kaadmy |
woah |
22:29 |
sofar |
RealBadAngel: is it me or is it just lighter and light propagates further? |
22:30 |
RealBadAngel |
sofar, light havent changed at all |
22:31 |
red-001 |
1394 line for a config file..... |
22:32 |
red-001 |
for a game |
22:32 |
RealBadAngel |
hmmm i will try now uncharted 2 tonemapping |
22:32 |
red-001 |
does anyone even know 10% of the settings? |
22:44 |
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22:48 |
red-001 |
#3599 |
22:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/3599 -- Minetest.conf.example is too long. |
22:51 |
sofar |
Fixer: https://github.com/minetest/minetest/pull/3600 |
22:51 |
sofar |
Fixer: care to try? |
22:52 |
red-001 |
3600 |
22:52 |
Fixer |
sofar, if someones compile it for windows, yes %) |
22:55 |
* red-001 |
will |
22:55 |
red-001 |
remind me about it in 30m |
22:56 |
red-001 |
should have a binary by then |
23:00 |
sofar |
Fixer: I confirmed the fix against just-test, and my personal server as well, but it will be nice to get your feedback in the PR |
23:02 |
Fixer |
sofar, i don't have compiling tools setup, so can't confirm unless someone compiles it for me :) |
23:02 |
sofar |
Fixer: red-001 said he would compile |
23:03 |
Fixer |
ok, np |
23:03 |
Fixer |
will test |
23:04 |
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23:06 |
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23:07 |
red-001 |
ok building |
23:25 |
* red-001 |
hates line endings |
23:31 |
Fixer |
!tell paramat testing better liquid activator, should be more reliable: http://pastebin.com/raw/CgdtYJPk |
23:31 |
ShadowBot |
Fixer: O.K. |
23:43 |
sofar |
red-001: are you testing timers too (needs to run as a server with some timers on it, e.g. liquid update, tnt, fire or e.g. lightning mod |
23:44 |
red-001 |
sofar I would be but VS decided it needs to rebuilt everything :( |
23:46 |
sofar |
red-001: np, was just asking since it would be nice to get a test on that in as well :) |
23:46 |
red-001 |
yeah |